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Getting started

Introduction

What ExyliaSpecials is, what it covers, what it needs to run and how this documentation is organised.

ExyliaSpecials is a plugin of special items: items that do something when a player right-clicks, hits, eats, throws, sneaks, breaks a block or simply carries them. A freeze that locks everyone around you in place, a pickaxe that mines 3×3, a compressor that folds ores into blocks from anywhere in the inventory, a summoned bard that buffs you, an item that drags the player you hit into a 1v1.

Every item is one YAML file. Its behaviour is a list of features: an ability is a chain of steps written in the plugin's own action language (target, damage, push, give a state, place temporary blocks, summon, start a duel...), and a tool feature is a ready-made behaviour with a few keys (area break, vein miner, tree capitator, auto smelt, compressor...). 70 items ship ready to use, and every number in them can be changed from a form in game.

Around the items the plugin brings stat trackers that count kills or blocks on any item, and duel arenas for the items that start a fight. The combat tag and vanilla item cooldowns live in ExyliaCombat; the items read the tag of whichever combat plugin is installed.

It is a premium plugin, sold on BuiltByBit and installed through a licence loader.

What is included

Requirements

RequirementDetail
ServerPaper 1.21.1 or newer, or a fork of it; Folia 1.21.4 or newer. Mannequin summon bodies need 1.21.9 and fall back to their fallback entity before it.
Java21
Required dependenciespacketevents, and ExyliaLib 1.448.0 or newer — installed for you if it is missing
Optional dependenciesWorldGuard, PlaceholderAPI, ExyliaCombat, DeluxeCombat or PvPManager, ExyliaMines, FastAsyncWorldEdit
About ExyliaLib

Configuration and translations, the item templates, the effect lines every ability plays, the menus, the regions of the duel arenas, the database and the cooldown display on Lunar and Feather clients all come from ExyliaLib. ExyliaSpecials is written on top of it and does not run without it, which is why the loader installs it on a server that lacks it.

How an item works, in one paragraph

A player uses an item. The plugin finds the features of that item bound to what just happened — a right-click, a hit, a sneak — and checks them in a fixed order: silenced, permission, region, combo, cooldown, uses or expiry. If they pass, the feature runs; if it finished its job, the item's cooldown starts and a use is spent. When the last use is spent the item is gone. Every number on the item's lore comes from the same values the feature reads, so the lore never lies about the item.

How to read this documentation

Getting started

Installation, then giving yourself an item, changing a value in game and writing a first item of your own.

Special items

The item file, the action language, the states, every bundled item, the tool features and the stat trackers.

Systems

The combat tag, item cooldowns and duels.

Reference

Commands, permissions, placeholders, every configuration key, the developer API and the questions that come up most.

Conventions

  • Values marked as default are what the plugin writes the first time it starts. If a file already exists, your values are kept.
  • Identifiers between < and > are variables. /specialsadmin give item <id> means /specialsadmin give item freeze, not /specialsadmin give item <freeze>.
  • An item's id is its file name unless the file sets id:. Its display name is what messages and menus call it.
  • Colours use ExyliaLib palette tokens ({primary}, {info}, {letters}), and & codes work too.
  • Durations in config.yml take a bare number of seconds or a length such as 15s or 1m30s.

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